
OH, as for the SBD losses, you would think that one day I would learn the lesson to not use dive bombers in a ground war and you would be wrong.


Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
ORIGINAL: Lowpe
Japan needs the Frank A to enter production to have a good chance versus the Jugs.
If you are using the air modded planes, then the Jack and George can do well too and perhaps even the KAI Tony.
ORIGINAL: Denniss
Sounds like the influence of maneuver rating is a tad too low in WitP.
My notes are 70 ...ORIGINAL: BillBrown
I think it a speed difference of 70mph, but I also may be wrong.
OH, as for the SBD losses, you would think that one day I would learn the lesson to not use dive bombers in a ground war and you would be wrong.
ORIGINAL: PaxMondo
My notes are 70 ...ORIGINAL: BillBrown
I think it a speed difference of 70mph, but I also may be wrong.
ORIGINAL: Alfred
There is no 50mph or 70 mph speed differential cut off threshold. This thread is in serious danger of misrepresenting what theElf actually said 7.5 years ago and creating a dangerous AE myth.
1. Above a 10 mph delta difference, the possibility of the slower aircraft failing one of the many checks affecting the maneuver rating. The greater the delta the greater the odds of failing the check.
2. The speed of point (1) above which is checked is not the maximum speed of the aircraft model. Nor is it the cruise speed of the aircraft model. It is a speed which takes into account many other factors including the altitude at which the combat between the two aircraft occurs. Even the climb rates are taken into account. And no, all the relevant factors have never been revealed, nor will they, by the devs.
3. In the event that this check is failed, the maneuver rating at that altitude band of the slower aircraft may be reduced at most to 50%.
There is a lot which can be done to combat the P-47. Air combat is a very complex matrix with many important. Neither maneuver, nor speed, nor altitude are the only significant factors influencing the outcome.
Alfred
ORIGINAL: Lowpe
Fighting the Jugs with these planes try:
Put the Zeroes at 3K, 30/20 (CAP/Rest). Use only one squadron (they are bait).
Layer the Tonies and the Tojo starting at 6K and go up to 9K. Keep the Tonies on the lower end of the spectrum, and run all these groups at 40/20. Don't go above 9k.
All fighters to range 0.
The Zeroes will get butchered most times, but you will start to drop Jugs. With these frames I suspect your losses will be 3-1 or slightly less. Make sure you are using your very best fighters in the Tojo.
Make sure you have radar, radar, and more radar.
Do the math: you want fighters that are not 70mph slower; with CL cannons preferably; high maneuver; great pilots a2a and def; 200+ planes; great squadron leaders; radar; big airfields with plentiful supply and support on railroads; watch plane fatigue, pilot fatigue, morale.
It doesn't take a rocket scientist to figure out you want Frank A, Tony d or better, George and Jack can provide cannons but keep them protected from the dive (especially the 2nd Jack I think is too slow). The bait squadron needs to have very high defense pilots or just use throw aways.
If the bombers come, even your fighters at 3K will fight them given enough radars...
No reason to play the high altitude game. After several encounters like this, you will see the Allies drop their sweeping altitude for a number of reasons.
ORIGINAL: Lokasenna
ORIGINAL: Lowpe
Fighting the Jugs with these planes try:
Put the Zeroes at 3K, 30/20 (CAP/Rest). Use only one squadron (they are bait).
Layer the Tonies and the Tojo starting at 6K and go up to 9K. Keep the Tonies on the lower end of the spectrum, and run all these groups at 40/20. Don't go above 9k.
All fighters to range 0.
The Zeroes will get butchered most times, but you will start to drop Jugs. With these frames I suspect your losses will be 3-1 or slightly less. Make sure you are using your very best fighters in the Tojo.
Make sure you have radar, radar, and more radar.
Do the math: you want fighters that are not 70mph slower; with CL cannons preferably; high maneuver; great pilots a2a and def; 200+ planes; great squadron leaders; radar; big airfields with plentiful supply and support on railroads; watch plane fatigue, pilot fatigue, morale.
It doesn't take a rocket scientist to figure out you want Frank A, Tony d or better, George and Jack can provide cannons but keep them protected from the dive (especially the 2nd Jack I think is too slow). The bait squadron needs to have very high defense pilots or just use throw aways.
If the bombers come, even your fighters at 3K will fight them given enough radars...
No reason to play the high altitude game. After several encounters like this, you will see the Allies drop their sweeping altitude for a number of reasons.
To this I only say.... ew. I'm not saying that it isn't working/hasn't worked for you, just that I would not pick those particular altitudes or those particular CAP settings. I find your low altitude fetish interesting, but don't think it is the only or the best way - particularly with later planes that have the same maneuver ratings all the way up to 20k or even 30k: in essence you could pick anything within that range and don't need to stay down at 9k or 15k (although you may want to anticipate some climb if you intend to always remain below that top altitude for your desired maneuver rating). Or rather, I would submit that if 3K/6K/9K is working for you, why wouldn't 9/12/15 or 8/12/16 or something similar also work - and which are also better at defending against attacks that are not stratosweeps only?
When you set to 30% CAP and 20% Rest, can you say with certainty what those other 50% of the planes are doing? If you know you're going to take a sweep on that day, you should be setting to 80% CAP (and either 0% or 20% Rest, I don't think it matters in this case). If you're defending for "on any given day but I don't know which day", then maybe don't do the 80% for higher SR planes or if you notice pilots/planes becoming fatigued, etc...
Also, about even the Zeroes at 3K defending against bombers - sure, maybe, but they're at a distinct disadvantage as they first have to climb, which cuts into the time available to shoot at the bombers before they reach the base. Detection time vs. climb rate.